Hello again, time travellers!
I knew that in the final stretch of missions in the SNES version of "Star Trek Starfleet Academy" it was quite difficult to reach a 100% score, but I did not remember how hard the last three of them could be. Anyway, I managed to finish all missions and even three alternative endings for the final test, the 'Kobayashi Maru' simulation (well known from the second movie "Star Trek II: The Wrath of Khan")!
GamezRanker: (...) That looks like/reminds me of the Star Trek adventure games(the ship/combat portions).....very nice.
And hello, GamezRanker!
Indeed, those have some resemblence, but actually are far from being the first ones showcasing starship bridges in Star Trek video games. My first foray into Star Trek games was the "Star Trek 25th Anniversary" (from 1991) on the NES. Later, after collecting some screenshots, I might do a comparison...
But for now, let us continue my report:
[pictures 15 & 16]
Usually, the missions play out like this. We start with a lecture in the class room that contain some vague clues on our current mission. Then we get our mission briefing by Commander Rotherot in the briefing room, first showcasing the ship class allocated for the task--e.g. mission number 3 of the first study year (#103). After we got the objectives and maybe some answers to our questions, we had into the bridge simulator and begin our mission at a starfleet space dock (star base).
We open our star chart (map) in the navigation console and set our travel destination for engaging warp speed. Upon arrival in the chosen system, we might need to adjust the scanner ranges or initiate a routine scan of our surroundings in order to locate our objective (e.g. a planet, a space station or a certain ship) an navigate to it with impulse speed.
Achieving our mission objectives typically involves scanning, contacting (a lot of communicating), investigating, escorting, and not always, but in later missions increasingly also ship to ship combat.
When done, we return to our star base, again utilizing our map screen, and call in for the admiral to report about our mission success. Back in the briefing room, we receive our debriefing and evaluation of our mission score (in percentages) based on our performance and chosen solution. With at least a minimum score of 75% we can proceed to our next mission. There are varying degrees of mission success and failure! Then we conclude the day with some small talk with our bridge crew members and the bar man in the canteen before going to bed. (rince and repeat)
[pictures 17 & 18]
How are we doing the different things in the bridge simulator? Unlike the "Star Trek 25th Anniversary" game on the NES or the later PC version of "Starfleet Academy" we only have the main view of the bridge and access every station and ship or crew function by the console that gets displayed on the bridge's main screen. (There is no 'rotating to' or individual screen for each station as in both aforementioned games.)
Each menu screen of our console has up to six graphical icons, representing a station or function. The initial or main menu of our ship's console reads (from top left to right) 'Tactical Controls', 'Engineering', 'Science', (and then in the second row) 'Communications', 'Navigation', and 'close menu / back'.
The 'Tactical Controls' include the 'Tactical Options' (turn a display of shields and hull strength of the last targeted enemy ship on or off), the 'Alert' stage or phase (condition green=exploration, friendly / yellow alert=shields up, cautious / red alert=shields and weapons powered up, battlestations), and the 'Tractor Beam' (for carrying damaged vessels or for bringing smaller objects on board).
The 'Engineering' station shows a graph display of each subsystem condition of our ship. Those are 'Phasers' and 'Photon' torpedos (our two weapon systems), the 'Engines' (our implse and warp drive), the 'Hull' integrity, and the 'Shields' strength. Unfortunately, the SNES game does not distinguish between individual sections of the shields. Here, we also give a repair priority to one subsystem at a time to speed up the repair. Otherwise, the repairs are distributed to all systems, thus taking longer. Damage to the ship's hull can not be repaired in space and therefore, is irreversible during missions and can lead to troubles in longer or multi-stage missions.
The 'Science' station allow us to ask our Vulcanian science officer for a 'Status report' (basically some advise), change the 'Scanner Range' (radar display scale: long, normal, short or battle mode), to 'Scan the Sector / nearby vessel', or to access the 'Ship's Database' (mission specific background information).
Next, the 'Communications' station has the option to establish radio 'Contact' with a nearby vessel or planet in the current system or using 'Long Range Communication' to request a mission objectives statement (in case we forgot what we should do).
And finally, the 'Navigation' opens a star chart or star map for the ongoing mission were we select a system as warp speed travel destination. Each system is addressed with coordinates (for instance, 010.022) and displays an image of the main point of interest (star base, space station, star, nebular, neutral zone, etc.) on the right when moving our cursor over it.
[picture 19]
The game is divided in five 'study year' sections. The years one to four have each five missions to complete before continuing to the subsequent year (mission #101, #102, #103, #104 & #105, then #201, #202, and so on). The final year only consists of the (in)famous 'Kobayashi Maru Test' (mission #000), which is a recreation of the concluding exam of Starfleet as it was depicted in the second motion picture "Star Trek II: The Wrath of Khan"--an unfair personality test without a satisfying proper solution. In the beginning of each section or 'study year' we receive a new ship to pilot, starting with the 'Oberth-class', swithcing to the 'Marander-class' and then to three variations of the 'Constitution-class'.
I am sorry, but the overview of mission types and solution alternatives have to wait for the next time.
(Then, I am going to add screenshots of some (combat) action, as well.)
Kind regards,
foxgog